//---------------------------------------------------------------------- bool FontManager::Initialise(const glm::ivec2& screenResolution) { this->screenResolution = screenResolution; if (!effect.Load("assets\\effects\\fonteffect.glsl", "RenderFont")) { LOG("did not load font rendering effect\n"); return false; } // Since the screen resolution does not change at runtime, set this now... effect.ScreenSize->Set(glm::vec2(screenResolution)); effect.GlyphTexture->Set(GlyphTextureSlot); sampler = boost::make_shared<Sampler2D>(); sampler->SetMagFilter(GL_LINEAR); sampler->SetMinFilter(GL_LINEAR); sampler->SetWrapS(GL_CLAMP_TO_EDGE); sampler->SetWrapT(GL_CLAMP_TO_EDGE); VertexLayout vertexLayout; vertexLayout.AddAttribute(vertexAttribute); // Initialise vertex buffers for dynamic update... for (size_t i = 0; i < bufferCount; ++i) { boost::shared_ptr<VertexBuffer> vertexBuffer(new VertexBuffer()); vertexBuffer->Initialise(vertexLayout, VerticesInBuffer, GL_DYNAMIC_DRAW); geometry[i].Initialise(vertexBuffer); } return true; }
bool TextureOverlay::CreateGeometry() { m_pGeometry = m_pRenderManager->CreateGeometryData(); if(m_pGeometry == nullptr) { return false; } struct Vertex { math::Vector3 pos; math::Vector2 uv; }; Vertex verts[] = { {math::Vector3(0, 0, 0), math::Vector2(0, 0)}, {math::Vector3(1, 0, 0), math::Vector2(1, 0)}, {math::Vector3(1, 1, 0), math::Vector2(1, 1)}, {math::Vector3(0, 1, 0), math::Vector2(0, 1)}, {math::Vector3(0, 0, 0), math::Vector2(0, 0)}, {math::Vector3(1, 1, 0), math::Vector2(1, 1)}, }; VertexLayout layout; layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); layout.AddAttribute(G_FORMAT_R32G32_FLOAT); m_pGeometry->BeginGeometry(PT_TRIANGLE_LIST); { m_pGeometry->AllocVertexBuffer(sizeof(Vertex) * 6, verts, false, layout); } m_pGeometry->EndGeometry(); return true; }
////////////////////////////////////////////////////////////////////////// /// Particle Quad gfx::ModelMesh* ContentManager::getParticleQuad() { if (m_ParticleQuad == nullptr) { using namespace gfx; VertexLayout layout; layout.addElement(VertexElement(eShaderAttribute_Position, eShaderAttributeType_Float, eShaderAttributeTypeComponents_3, 0)); he::ObjectList<VertexPos> vertices(4); vertices.add(VertexPos(vec3(-1, 1, 0.0f))); vertices.add(VertexPos(vec3(1, 1, 0.0f))); vertices.add(VertexPos(vec3(-1, -1, 0.0f))); vertices.add(VertexPos(vec3(1, -1, 0.0f))); he::PrimitiveList<uint16> indices(6); indices.add(1); indices.add(0); indices.add(2); indices.add(1); indices.add(2); indices.add(3); ObjectHandle handle(ResourceFactory<ModelMesh>::getInstance()->create()); m_ParticleQuad = ResourceFactory<ModelMesh>::getInstance()->get(handle); m_ParticleQuad->setName(he::String("Particle quad")); m_ParticleQuad->init(layout, gfx::MeshDrawMode_Triangles); m_ParticleQuad->setVertices(&vertices[0], 4, gfx::MeshUsage_Static, false); m_ParticleQuad->setIndices(&indices[0], 6, gfx::IndexStride_UShort, gfx::MeshUsage_Static); m_ParticleQuad->setLoaded(eLoadResult_Success); } m_ParticleQuad->instantiate(); return m_ParticleQuad; }
static VertexLayout GetVertexLayout( PC_Vertexes& vertexes ) { VertexLayout layout; layout.push_back( VertexAttributeProperties( "inPosition", 3, GL_FLOAT, false, sizeof( Vertex3D_PC ), (int) &vertexes[0].position ) ); layout.push_back( VertexAttributeProperties( "inColor", 4, GL_UNSIGNED_BYTE, true, sizeof( Vertex3D_PC ), (int) &vertexes[0].color ) ); return layout; }
VertexLayout VertexLayout::GetDefaultTerrainVertexLayout() { const int structSize = sizeof(VertexDataTerrain); VertexLayout layout; layout.AddEntry("position", 0, 3, Float, false, structSize, (const void*)(offsetof(VertexDataTerrain, Position))); layout.AddEntry("uv", 1, 2, Float, false, structSize, (const void*)(offsetof(VertexDataTerrain, UV))); return layout; }
VertexLayout VertexLayout::GetDefaultSpriteVertexLayout() { const int structSize = sizeof(VertexDataS); VertexLayout layout; layout.AddEntry("position", 0, 3, Float, false, structSize, (const void*)(offsetof(VertexDataS, Position))); layout.AddEntry("color", 1, 4, Ubyte, true, structSize, (const void*)(offsetof(VertexDataS, Color))); layout.AddEntry("uv", 3, 2, Float, false, structSize, (const void*)(offsetof(VertexDataS, UV))); layout.AddEntry("textureID", 4, 1, Float, false, structSize, (const void*)(offsetof(VertexDataS, TextureID))); return layout; }
VertexLayout VertexLayout::GetDefaultMeshVertexLayout() { const int structSize = sizeof(VertexData); VertexLayout layout; layout.AddEntry("position", 0, 3, Float, false, structSize, (const void*)(offsetof(VertexData, Position))); layout.AddEntry("color", 1, 4, Ubyte, true, structSize, (const void*)(offsetof(VertexData, Color))); layout.AddEntry("normal", 2, 3, Float, false, structSize, (const void*)(offsetof(VertexData, Normal))); layout.AddEntry("uv", 3, 2, Float, false, structSize, (const void*)(offsetof(VertexData, UV))); return layout; }
static VertexLayout GetVertexLayout() { static VertexLayout layout; if (layout.size() == 0) { layout.push_back( VertexAttributeProperties( "inPosition", 3, GL_FLOAT, false, sizeof( Vertex3D_PC ), offsetof( Vertex3D_PC, position ) ) ); layout.push_back( VertexAttributeProperties( "inColor", 4, GL_UNSIGNED_BYTE, true, sizeof( Vertex3D_PC ), offsetof( Vertex3D_PC, color ) ) ); } return layout; }
static VertexLayout GetVertexLayout() { static VertexLayout layout; if (layout.size() == 0) { layout.push_back( VertexAttributeProperties( "inPosition", 3, GL_FLOAT, false, sizeof( Vertex3D_PUN ), offsetof( Vertex3D_PUN, position ) ) ); layout.push_back( VertexAttributeProperties( "inUV", 2, GL_FLOAT, false, sizeof( Vertex3D_PUN ), offsetof( Vertex3D_PUN, uv ) ) ); layout.push_back( VertexAttributeProperties( "inNormal", 3, GL_FLOAT, true, sizeof( Vertex3D_PUN ), offsetof( Vertex3D_PUN, normal ) ) ); } return layout; }
bool Impl_SkyDome::CreateSkyDome() { std::vector<math::Vector3> vb; std::vector<uint32> ib; MeshUtil::CreateUnitIcoSphere(5, vb, ib, true); if(vb.size() == 0) { return false; } VertexLayout layout; layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); m_pRD = m_pManager->alloc_object<RenderData>(); m_pRD->geometry = m_pManager->GetRenderManager()->CreateGeometryData(); m_pRD->geometry->BeginGeometry(PT_TRIANGLE_LIST); { if(false == m_pRD->geometry->AllocVertexBuffer(sizeof(math::Vector3) * vb.size(), vb.data(), false, layout)) { return false; } if(false == m_pRD->geometry->AllocIndexBuffer(sizeof(uint32) * ib.size(), ib.data(), false, G_FORMAT_R32_UINT)) { return false; } } m_pRD->geometry->EndGeometry(); m_pRD->base_vertex = 0; m_pRD->vertex_count = vb.size(); m_pRD->start_index = 0; m_pRD->index_count = ib.size(); m_pRD->world_matrix.MakeIdentity(); m_pRD->material = m_pManager->GetRenderManager()->CreateMaterialFromFile("./assets/atmosphere/material/skydome.material"); m_pWorldPos = m_pRD->material->GetParameterByName("world_pos"); return true; }
void Vao::initialize(RenderState& rs, ShaderProgram& _program, const VertexOffsets& _vertexOffsets, VertexLayout& _layout, GLuint _vertexBuffer, GLuint _indexBuffer) { m_glVAOs.resize(_vertexOffsets.size()); GL::genVertexArrays(m_glVAOs.size(), m_glVAOs.data()); fastmap<std::string, GLuint> locations; // FIXME (use a bindAttrib instead of getLocation) to make those locations shader independent for (auto& attrib : _layout.getAttribs()) { GLint location = _program.getAttribLocation(attrib.name); locations[attrib.name] = location; } rs.vertexBuffer(_vertexBuffer); int vertexOffset = 0; for (size_t i = 0; i < _vertexOffsets.size(); ++i) { auto vertexIndexOffset = _vertexOffsets[i]; int nVerts = vertexIndexOffset.second; GL::bindVertexArray(m_glVAOs[i]); // ELEMENT_ARRAY_BUFFER must be bound after bindVertexArray to be used by VAO if (_indexBuffer != 0) { rs.indexBufferUnset(_indexBuffer); rs.indexBuffer(_indexBuffer); } // Enable vertex layout on the specified locations _layout.enable(locations, vertexOffset * _layout.getStride()); vertexOffset += nVerts; } GL::bindVertexArray(0); rs.vertexBuffer(0); rs.indexBuffer(0); }
static VertexLayout GetVertexLayout() { static VertexLayout layout; if (layout.size() == 0) { layout.push_back( VertexAttributeProperties( "inPosition", 3, GL_FLOAT, false, sizeof( Vertex3D_PUCNTB_Bones ), offsetof( Vertex3D_PUCNTB_Bones, position ) ) ); layout.push_back( VertexAttributeProperties( "inUV", 2, GL_FLOAT, false, sizeof( Vertex3D_PUCNTB_Bones ), offsetof( Vertex3D_PUCNTB_Bones, uv ) ) ); layout.push_back( VertexAttributeProperties( "inColor", 4, GL_UNSIGNED_BYTE, true, sizeof( Vertex3D_PUCNTB_Bones ), offsetof( Vertex3D_PUCNTB_Bones, color ) ) ); layout.push_back( VertexAttributeProperties( "inNormal", 3, GL_FLOAT, true, sizeof( Vertex3D_PUCNTB_Bones ), offsetof( Vertex3D_PUCNTB_Bones, normal ) ) ); layout.push_back( VertexAttributeProperties( "inTangent", 3, GL_FLOAT, true, sizeof( Vertex3D_PUCNTB_Bones ), offsetof( Vertex3D_PUCNTB_Bones, tangent ) ) ); layout.push_back( VertexAttributeProperties( "inBitangent", 3, GL_FLOAT, true, sizeof( Vertex3D_PUCNTB_Bones ), offsetof( Vertex3D_PUCNTB_Bones, bitangent ) ) ); } return layout; }
bool D3DVertexBuffer::create(const VertexLayout& layout, int length, int usage) { mStride = layout.getStride(); D3D11_BUFFER_DESC desc = {0}; desc.ByteWidth = mStride * length; desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; desc.StructureByteStride = 0; HRESULT hr = mDevice.getDevice().CreateBuffer(&desc, NULL, &mpBuffer); if ( FAILED(hr) ) return false; return true; }
void Vao::init(GLuint _vertexBuffer, GLuint _indexBuffer, VertexLayout& _layout, const std::unordered_map<std::string, GLuint>& _locations) { generate(); // Bind the vertex array for initialization bind(); // Bind the vertex and index buffer if (_vertexBuffer) { GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer)); } if (_indexBuffer) { GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer)); } _layout.enable(_locations); // Make sure VAO is not modified outside unbind(); }
bool Impl_SkyBox::OnAttach() { m_pRD = m_pManager->alloc_object<RenderData>(); VertexLayout layout; layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); float size = 1.0f; int nVerts = 36; math::Vector3 verts[] = { math::Vector3(-size, size, -size), math::Vector3(size, -size, -size), math::Vector3(size, size, -size), math::Vector3(-size, size, -size), math::Vector3(-size, -size, -size), math::Vector3(size, -size, -size), math::Vector3(-size, size, size), math::Vector3(size, size, size), math::Vector3(size, -size, size), math::Vector3(-size, size, size), math::Vector3(size, -size, size), math::Vector3(-size, -size, size), math::Vector3(-size, size, size), math::Vector3(size, size, -size), math::Vector3(size, size, size), math::Vector3(-size, size, size), math::Vector3(-size, size, -size), math::Vector3(size, size, -size), math::Vector3(-size, -size, size), math::Vector3(size, -size, size), math::Vector3(size, -size, -size), math::Vector3(-size, -size, size), math::Vector3(size, -size, -size), math::Vector3(-size, -size, -size), math::Vector3(-size, size, size), math::Vector3(-size, -size, -size), math::Vector3(-size, size, -size), math::Vector3(-size, size, size), math::Vector3(-size, -size, size), math::Vector3(-size, -size, -size), math::Vector3(size, size, size), math::Vector3(size, size, -size), math::Vector3(size, -size, -size), math::Vector3(size, size, size), math::Vector3(size, -size, -size), math::Vector3(size, -size, size), }; m_pRD->geometry = m_pManager->GetRenderManager()->CreateGeometryData(); m_pRD->geometry->BeginGeometry(PT_TRIANGLE_LIST); { m_pRD->geometry->AllocVertexBuffer(sizeof(math::Vector3) * 36, verts, false, layout); } m_pRD->geometry->EndGeometry(); m_pRD->base_vertex = 0; m_pRD->index_count = 0; m_pRD->start_index = 0; m_pRD->vertex_count = 36; m_pRD->world_matrix.MakeIdentity(); m_pRD->material = m_pManager->GetRenderManager()->CreateMaterialFromFile("./assets/standard/material/skybox.material"); m_hFrustumCull = m_pManager->AddEventHandler(EV_FRUSTUM_CULL, boost::bind(&Impl_SkyBox::on_event_frustum_cull, this, _1)); m_pTex = m_pManager->GetRenderManager()->CreateTextureFromFile("./assets/standard/texture/001.dds"); MaterialParameterPtr pParam = m_pRD->material->GetParameterByName("sky_map"); pParam->SetParameterTexture(m_pTex); m_pWorldPos = m_pRD->material->GetParameterByName("world_pos"); return true; }
void SkyBox::load( const he::String& asset ) { HE_ASSERT(m_Drawable == nullptr, "Skybox is loaded twice!"); m_Drawable = HENew(Drawable)(); m_Drawable->setLocalScale(vec3(1000000000)); // bounds must be huge ////////////////////////////////////////////////////////////////////////// /// Load Model ////////////////////////////////////////////////////////////////////////// ModelMesh* const cube( ResourceFactory<gfx::ModelMesh>::getInstance()->get(ResourceFactory<gfx::ModelMesh>::getInstance()->create())); cube->setName(he::String("skybox-") + asset); he::PrimitiveList<vec3> vertices(8); vertices.add(vec3(-1, 1, -1)); vertices.add(vec3( 1, 1, -1)); vertices.add(vec3(-1, -1, -1)); vertices.add(vec3( 1, -1, -1)); vertices.add(vec3(-1, 1, 1)); vertices.add(vec3( 1, 1, 1)); vertices.add(vec3(-1, -1, 1)); vertices.add(vec3( 1, -1, 1)); he::PrimitiveList<uint16> indices(36); indices.add(0); indices.add(1); indices.add(2); //front indices.add(1); indices.add(3); indices.add(2); indices.add(5); indices.add(4); indices.add(7); //back indices.add(4); indices.add(6); indices.add(7); indices.add(4); indices.add(0); indices.add(6); //left indices.add(0); indices.add(2); indices.add(6); indices.add(1); indices.add(5); indices.add(3); //right indices.add(5); indices.add(7); indices.add(3); indices.add(4); indices.add(5); indices.add(0); //top indices.add(5); indices.add(1); indices.add(0); indices.add(3); indices.add(7); indices.add(2); //bottom indices.add(7); indices.add(6); indices.add(2); VertexLayout layout; layout.addElement(VertexElement(eShaderAttribute_Position, eShaderAttributeType_Float, eShaderAttributeTypeComponents_3, 0)); cube->init(layout, MeshDrawMode_Triangles); cube->setVertices(&vertices[0], static_cast<uint32>(vertices.size()), MeshUsage_Static, false); cube->setIndices(&indices[0], static_cast<uint32>(indices.size()), IndexStride_UShort, MeshUsage_Static); cube->setLoaded(eLoadResult_Success); m_Drawable->setModelMesh(cube); cube->release(); Material* const material(CONTENT->loadMaterial("engine/sky.material")); m_Drawable->setMaterial(material); material->release(); const int8 cubeMap(m_Drawable->getMaterial()->findParameter(HEFS::strcubeMap)); if (cubeMap >= 0) { const TextureCube* cube(CONTENT->asyncLoadTextureCube(asset)); m_Drawable->getMaterial()->getParameter(cubeMap).setTextureCube(cube); cube->release(); } }
VertexLayout::VertexLayout(const VertexLayout& layout) { for (auto item : layout.GetAttributes()) _attributes.emplace_back(item); }
GeometryDataPtr EngineApp::CreateCube(float size) { struct Vertex { math::Vector3 pos; math::Vector3 normal; math::Vector2 uv; }; size = size / 2.0f; Vertex pVerts[] = { // front {math::Vector3(-size, size, -size), math::Vector3(0, 0, -1), math::Vector2(0, 0), }, {math::Vector3(size, size, -size), math::Vector3(0, 0, -1), math::Vector2(2, 0),}, {math::Vector3(size, -size, -size), math::Vector3(0, 0, -1), math::Vector2(2, 2),}, {math::Vector3(-size, -size, -size), math::Vector3(0, 0, -1), math::Vector2(0, 2),}, // back {math::Vector3(-size, size, size), math::Vector3(0, 0, 1), math::Vector2(0, 0),}, {math::Vector3(size, size, size), math::Vector3(0, 0, 1), math::Vector2(1, 0),}, {math::Vector3(size, -size, size), math::Vector3(0, 0, 1), math::Vector2(1, 1),}, {math::Vector3(-size, -size, size), math::Vector3(0, 0, 1), math::Vector2(0, 1),}, // top {math::Vector3(-size, size, size), math::Vector3(0, 1, 0), math::Vector2(0, 0),}, {math::Vector3(size, size, size), math::Vector3(0, 1, 0), math::Vector2(1, 0),}, {math::Vector3(size, size, -size), math::Vector3(0, 1, 0), math::Vector2(1, 1),}, {math::Vector3(-size, size, -size), math::Vector3(0, 1, 0), math::Vector2(0, 1),}, // bottom {math::Vector3(-size, -size, size), math::Vector3(0, -1, 0), math::Vector2(0, 0),}, {math::Vector3(size, -size, size), math::Vector3(0, -1, 0), math::Vector2(1, 0),}, {math::Vector3(size, -size, -size), math::Vector3(0, -1, 0), math::Vector2(1, 1),}, {math::Vector3(-size, -size, -size), math::Vector3(0, -1, 0), math::Vector2(0, 1),}, // left {math::Vector3(-size, size, size), math::Vector3(-1, 0, 0), math::Vector2(0, 0),}, {math::Vector3(-size, size, -size), math::Vector3(-1, 0, 0), math::Vector2(1, 0),}, {math::Vector3(-size, -size, -size), math::Vector3(-1, 0, 0), math::Vector2(1, 1),}, {math::Vector3(-size, -size, size), math::Vector3(-1, 0, 0), math::Vector2(0, 1),}, // right {math::Vector3(size, size, size), math::Vector3(1, 0, 0), math::Vector2(0, 0),}, {math::Vector3(size, size, -size), math::Vector3(1, 0, 0), math::Vector2(1, 0),}, {math::Vector3(size, -size, -size), math::Vector3(1, 0, 0), math::Vector2(1, 1),}, {math::Vector3(size, -size, size), math::Vector3(1, 0, 0), math::Vector2(0, 1),}, }; uint32 pIndice[] = { // front 0, 1, 2, 0, 2, 3, // back 4, 6, 5, 4, 7, 6, //top 8, 9, 10, 8, 10, 11, // bottom 12, 14, 13, 12, 15, 14, // left 16, 17, 18, 16, 18, 19, // right 20, 22, 21, 20, 23, 22, }; GeometryDataPtr pGeom = m_pGraphics->CreateGeometryData(); VertexLayout layout; layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT); layout.AddAttribute(G_FORMAT_R32G32_FLOAT); pGeom->BeginGeometry(PT_TRIANGLE_LIST); { pGeom->AllocIndexBuffer(sizeof(uint32) * 36, pIndice, false, G_FORMAT_R32_UINT); pGeom->AllocVertexBuffer(sizeof(Vertex) * 24, pVerts, false, layout); } pGeom->EndGeometry(); return pGeom; }